Dec 20, 2020
Dino Hazard: Chronos Blackout - BoneCollectors
Hello everyone!

I hope you are doing alright during the pandemic.

We fixed some minor bugs. The major bugs we solved as:
  • We made the game less hard, especially after the recent recalculation of animal HP and attack points.

We also improved some elements of the gameplay:
  • We reworked the beginning of Part I, to make it easier for the player to find the first flashlight.
  • If you kill an animal it will give you extra loot (Raw Meat).

We continued working on the parameters to make the game more equilibrated. We're not quite there yet, but we're getting close to what I want.

If you want to read about other Dino Hazard projects, like the upcoming comics series, the figures, books, etc:

Our website: https://en.dinohazard.com
Our Instagram: https://www.instagram.com/dino.hazard/
Our Twitter: https://twitter.com/_DinoHazard
Our Discord: https://discord.gg/H67t5pztqF
Our YouTube channel: https://www.youtube.com/colecionadoresdeossos

May you have a fine weekend.

Jurassic greetings,
BoneCollectors.
Slaves of Magic prelude - slaveofmagicthegame
There was a bug that was only present on players using Windows 7, which caused a crash on startup. This has been corrected.
Dec 20, 2020
Ingnomia - Roest
This update revamps the inventory overview and adds a watched item list. You can add and remove watched items by clicking the checkboxes in the overview. I also added 24 new food items and recipes for the kitchen to give your gnome's diet more variance.

Some time ago I changed grain producing plants to no longer produce seeds and take the grain directly as the seed item. The reason was to reduce item clutter. Turned out it just confused people and it wasn't without other problems. This update reverts that. So when you start a new game make sure you bring wheat seeds with you, or the other types for that matter.

In the update which added the willow tree I accidentally messed up old save games. Sorry for that. So this update adds some mechanic to prevent that kind of error in the future (hopefully).

To clarify, you can see if you are effected by this save game corruption if you see materials embedded in walls that shouldn't be there, like wool or wood.

Please start a new game with this update.

## [0.8.5]

### Fixed
- moved cursor calculation to game thread
- cursor detached from selection when using WASD
- going back to resume screen when selecting settings out of a running game
- container capacity on stockpiles after load
- crash because of incorrect data in save folders
- buildable carry containers
- crash because of incorrect bitmaps in gnome detail window
- user presets saving on embark
- translation string for willow tree
- willow trees are now plantable
- fish shouldn't drown anymore

### Added
- capacity info for stockpile tiles on tile info
- watched item list
- 24 new food items with recipes and kitchen integration
- button to save user presets
- glass bottle and jar
- show version on main menu screen

### Changed
- furniture can now be constructed anywhere and won't get deconstructed when a room designation underneath is removed
- redesigned inventory overview
- removed direct mapping of certain ids to databse rows, that should prevent save games breaking in the future when stuff is removed or inserted at the wrong place
- grain plants produce seeds again and need seeds for planting
Sex & Gun PC - VR-EXODUS
Hey everyone !!
It’s been over a year since I updated Sex & Gun PC version !
First, thank you for your patience ! I’m really sorry about this, I’m aware of all the problems of optimization that the game has. Please know that I’m reworking it from scratch ! I will give an update early next year so it can work properly for everyone.

What I'm currently focusing on is more the “sex” gameplay of the game.
The first version I made is too much re-using VR “mechanics” to Non-VR, and it just doesn’t work. So I’m on a very different vision now, more animation based, with the male & female character visible instead of just the female.
I didn’t had enough time to work on it to be honest, lately I just managed to do an update on the VR version at the end of the year, where I made a “physical” based sex system.

Ok… and?
Now it’s time to test a small update and have something different than the VR version. It’s with hairs !

This end of year, the engine I’m using (Unreal Engine 4) gave us some great tools to render realistic hairs ! So I worked on our favorite character and placed her some new hairs that are very physical and natural. It’s working quite smoothly on a 1080TI, I hope it will be good for you too. They are not yet perfect but I was so excited that I wanted you to try !
I reworked the customization system to be more a PC based interface, and added some new clothes & morphs that were in the VR version.



You're a flying camera for now, you’ll move with WSAD and use the mouse to interact with the menu.
If you zoom and look fully at the character you'll have more options. You can customize the woman, animate her, change her hair, hair color, change her clothes, change the animation rating, control her private parts too, all dynamically !

I will add a trailer video on the store page soon so you can see how it works.

What’s will be on the next update ?
The priority will be to fix some issues of clothes & anim, add more clothes, show the male character (First person) and be able to start scenes with her, so she stop fucking the wind !

How to test ?
You can test his right now in the “beta branch” of the game.
You do a right click on the game in your steam list > Properties >


Then you go on Betas, click on the arrow and select "Test the latest sex system !" you'll start an update of around 3GO. If they ask a password just leave blank and continue.




Hope you’ll like it, I wish you all a great holiday season, glad that this horrible year 2020 is finally ending! I’ll see you soon ! Stay safe & healthy.
Necesse - Fair
To get this update, you have to opt in inside your library:
Necesse -> Properties -> Betas -> Select 0.21.x in dropdown.


I've been working on a new boss, even though I won't be able to complete the area for it in the game, I've decided to still release it for the holiday break. If you don't want to wait and see this boss incomplete, you can craft a spawn item in the advanced workstation and use it on the surface during the night.

I've been working on some mini biomes, the first one being spider nests which now spawns the giant cave spiders. You will have to generate a new cave to find them and more biomes like this are on the way.



2021 is coming up and for that we of course need firework. The alchemist is happy to sell you some, and you can even decide how you want it to look!

You can now tell your working settlers where to place their items and villagers to move items from one place to another. Settlements are still a heavy work in progress and some of the planned features include more jobs, threats, upkeep, settler stats and more. The goal is to make settlement building a more significant and fun part of the game.

Lastly, there are a lot of improvements and fixes. It's now possible to hold the mouse button down to craft more, reworked pathfinding, music streaming which helps load times and low memory systems, new packet handling for better multiplayer and more.

It has now been 1 year since the release of early access and the game has already had a lot of updates and over doubled in content. The scope since has expanded and there is still a lot more to work on.
Until then, happy holidays and a great new year to you all! 🎉

💓💓💓💓💓💓💓💓💓💓💓💓💓💓

See the full changelog below



Changelog
Additions:
Added Delay logic gate.
Added Counter logic gate.
Added attack animation to Evils Protector.
Added ability to hold left click to craft/buy for increased speed.
Added firework rockets, bought from Alchemist.
Added firework dispenser.
Added ability to set drop off inventory for working settlers.
Added move item jobs for villager settlers.
Added spider nests to forest, plains, snow and swamp caves.
Added new boss, fought on surface during the night. Spawn item crafted in advanced workstation.
Added Dragon Lance weapon, dropped from new boss.
Added Dragons Rebound weapon, dropped from new boss.
Added Bow of Dualism weapon, dropped from new boss.

Changes/misc:
Reworked Buffer Gate, fixing a bunch of issues.
Tweaked sound positions to be more smooth when moving away from a sound.
Reworked how audio is loaded into the game, decreasing startup loading time.
Reworked pathfinding, making it multithreaded causing fewer lag spikes.
Increased the window to reel in fish slightly.
Fishing hooks will now fly in a more natural path and have a shadow.
Tweaked ambient light slightly, making it more blue in the night and more dominant white in the day.
Removed craft 5 modifier control, instead hold down to craft more quickly.
Optimized rain particles.
Mobs can now no longer spawn inside on floors.
Ghost mobs now only spawn in the open.
Tweaked mob spawns, allowing tiles to define the spawn table.
Giant Cave Spiders will now only spawn in nests in forest, plains and snow biomes.
Increased price and decreased defence of spider armor slightly.
Reworked how packets are handled, should now be much faster causing less lag/desync in multiplayer.

Fixes:
Fixed buffer gates not loading data correctly.
Fixed possible crash on receiving logic gate output update packet.
Fixed bosses able to drop another boss summon item.
Fixed trails existing a long time causing increasing lag.
Fixed some mobs able to deal damage too often to players.
Fixed possible crash when switching between display modes.
Fixed zoom and interface size not updating when changing display modes.
Fixed possible crash while loading.
Fixed signs and inventories not updating hover tooltip.
Fixed being able to have more summons than allowed.
Fixed Swamp Guardian health not scaling.

And other smaller changes and fixes.
Dec 20, 2020
The Day They Came - w2lf
Patch Notes:
-Fixed more display menu bugs. (Reported by minho8012)
-Fixed physics object inside train.
-Fixed train derailing from physics objects.
-Added new POI on the map.
-Tested rail transition from one map to anther.
Vigil: The Longest Night - Stutsies
Dec 20, 2020
Hive Mind - .R3.
2 new maps to play over the festive period!
An alternate universe hive where you must fill the cells before winter ends and a hive with a built in maze to get lost in!


Dec 20, 2020
Rising Lords - Forelle
the performance patch is now live on the stable branch.

Now for the stable branch :)
There was a lot of input from you that end turn performance is not where it should be. FPS drop and long end turn times were reported. We have adressed this issue and managed to make some great improvements!

FPS went from 20 to 80 during end turn on a slower testing machine, end turn time went from 23 to 8 seconds on a very large map in late game.

We will continue to improve this, but the current status will be much more enjoyable! Let us know what you think.

Since this involved a complete overhaul of network and core architecture, we still can not completely rule out bugs and crashes. If you encounter anything, please report and we will fix it asap.

Full Changelog:

0.9.1 (december 20)



New:
- massive performance and fps improvement during end turn
- christmas themed town center ;)
- Added click + drag screen pan mechanism
- Addded heritage buildings to battle tiles
Added mini flags for the mini map so the player can quickly find their figures.
- Added crossbowman spine for one level.
- Added French knight battle ini portrait.
- Added new versions of English Inn sprites.
- Added bishop card graphic.
- Added plentiful harvest card graphic.
- Added new versions of button sprites.
- Added town names to town tooltips.
- Added green backgrounds to the hollow icons of the radial menu.
- Optimizations of AI
- finalized preparations for dedicated servers. will be unlocked after more testing
- Modified screenshot system to set an appointment to take a screenshot when Steam is ready for it rather than screenshot now if Steam is ready for it.

Fixes:
- fixed rally card for multiplayer
- Added the troubadour card to the mixed event settings. was only in the others
- Fixed a rare crash with Editor saving and loading
- Fixed feedback backspace doing too much at once.
- Modified helper tutorials to reset when going back to the main menu rather than restarting the game.
- Fixed rename region from sprite flickering.
- Fixed cursor getting stuck as a pickup during the pre-battle menu.
- Modified auto click speed of campaign maps to be slower and less glitchy.
- Fixed trait reader problems
- fixed a problem with cow growth
- fixed a problem with roads on map edges
- fixed missing tooltips for some language settings
- Fixed mercenaries having the wrong battle ini portrait
- Fixed English Inn using the English Inn sprite when under construction for the upgrade. Same with the French church.
- Fixed drinkers drinking when inns are burning.
- Fixed grab cursor being used during event card reading.
- Fixed an end turn bug in multiplayer
- Fixed missing hexes at the right side of the campaign map when panning.
- Fixed a rare crash related to undefined tile changes.
- fixed end turn getting stuck in rare cases
- Fixed crash involving player defeat against a garrison
- Fixed a crash going to battle caused by an undefined tile string.

Changes:
- Modified turn transition screen to disallow screen panning for now
- prevent players having all fields flooded at early game stages
- manor is now named dwellings
"shaken at/by this small loss" adjusted



Dec 20, 2020
Ortharion project - Aryal
The goal of this update is to continue fixing the last bugs and balancing that remained to be done. The patch is therefore not very large but every week for 2 months, patches of the same kind have been put in place.
You will be able to find here the details of the patch then then a roadmap on the improvements and addition of content that will be added for the year 2021, so it is "only" the 1.0, the game will continue to to evolve !



Updates 1.0

As the game is released from Early Access (tomorrow, when the steam page will be updated), all saves have been removed as expected.

Balancing

  • Approximately 50% of runes increase the mana cost of spells.
  • Spells have decreased requirements.
  • Runes that decrease spell mana have been improved.
  • Mana cost of spells while leveling up changed from + 18% to + 16%.
  • Mother of Wolves Boss: Phase 3 spells have a reduced cooldown from 3 seconds to 5 seconds.
  • Mutant Bug: Damage reduced by 20%.
  • Black Elemental: Frost Trait: Freeze changed from 1.5 seconds to 0.5 seconds and damage reduced by 20%.
  • The quest "replenish stocks" requires 1 scroll instead of 3.
  • Bell Poison Shot: Cast time increased from 0.3 seconds to 0.6 seconds, base damage decreased by 20%, resulting poison was not changed.
  • Fire Shock: Mana used changed from 21 to 23.
  • Experience given by monsters increased by 10%.
  • Enemy Elemental Thunder Hammer: Damage increased by 20%.
  • Spinning Attack: + 30% damage.

Bug fix

  • The player no longer takes fall damage when switching characters.
  • Gold is well differentiated between hardcore and softcore game mode and is loaded correctly when creating a new character.
  • When a Hardcore character dies, the contents of the vault remain in hardcore mode along with the gold.
  • Changes to the decrease in mana reserve are correctly taken into account when spells that have it are active.
  • Classic crossbow fire no longer stops player actions.
  • Fixed the reduction calculation of certain stats when removing all equipment providing this type of stat.
  • Change in the calculation of resistance comparisons.
  • The player no longer blocks when dying while frozen.
  • Descriptions of several spells have been changed.

After 1.0:

Quality of life improvements as well as glitch fixes will be made over the next few months and weeks, the next major update is already planned with the 1.1 should be released around March-April 2021 and here are contained:

  • Changed indoor courts for non-procedural areas, with better decorations and fixes for technical issues due to procedural creation.
  • Added random events on several lots giving small rewards and adding some life to the lots.
  • Additions of a new game system: missions, allowing to diversify the different types of game with escort, ambush, area destruction, area protection, killing enemies within a given time etc. With a system of progression and reward that will be specific to this new system.
...